BuildAnalyzer.cpp 12 KB

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  1. /*
  2. * BuildAnalyzer.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "../StdInc.h"
  11. #include "../Engine/Nullkiller.h"
  12. #include "../Engine/Nullkiller.h"
  13. #include "../../../lib/entities/building/CBuilding.h"
  14. namespace NKAI
  15. {
  16. void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo)
  17. {
  18. std::map<BuildingID, BuildingID> parentMap;
  19. for(auto &pair : developmentInfo.town->getTown()->buildings)
  20. {
  21. if(pair.second->upgrade != BuildingID::NONE)
  22. {
  23. parentMap[pair.second->upgrade] = pair.first;
  24. }
  25. }
  26. for(int level = 0; level < developmentInfo.town->getTown()->creatures.size(); level++)
  27. {
  28. logAi->trace("Checking dwelling level %d", level);
  29. BuildingInfo nextToBuild = BuildingInfo();
  30. BuildingID buildID = BuildingID(BuildingID::getDwellingFromLevel(level, 0));
  31. for(; developmentInfo.town->getBuildings().count(buildID); BuildingID::advanceDwelling(buildID))
  32. {
  33. if(!developmentInfo.town->hasBuilt(buildID))
  34. continue; // no such building in town
  35. auto info = getBuildingOrPrerequisite(developmentInfo.town, buildID);
  36. if(info.exists)
  37. {
  38. developmentInfo.addExistingDwelling(info);
  39. break;
  40. }
  41. nextToBuild = info;
  42. }
  43. if(nextToBuild.id != BuildingID::NONE)
  44. {
  45. developmentInfo.addBuildingToBuild(nextToBuild);
  46. }
  47. }
  48. }
  49. void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
  50. {
  51. logAi->trace("Checking other buildings");
  52. std::vector<std::vector<BuildingID>> otherBuildings = {
  53. {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL},
  54. {BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_5}
  55. };
  56. if(developmentInfo.existingDwellings.size() >= 2 && ai->cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday)
  57. {
  58. otherBuildings.push_back({BuildingID::HORDE_1});
  59. otherBuildings.push_back({BuildingID::HORDE_2});
  60. }
  61. otherBuildings.push_back({ BuildingID::CITADEL, BuildingID::CASTLE });
  62. otherBuildings.push_back({ BuildingID::RESOURCE_SILO });
  63. otherBuildings.push_back({ BuildingID::SPECIAL_1 });
  64. otherBuildings.push_back({ BuildingID::SPECIAL_2 });
  65. otherBuildings.push_back({ BuildingID::SPECIAL_3 });
  66. otherBuildings.push_back({ BuildingID::SPECIAL_4 });
  67. otherBuildings.push_back({ BuildingID::MARKETPLACE });
  68. for(auto & buildingSet : otherBuildings)
  69. {
  70. for(auto & buildingID : buildingSet)
  71. {
  72. if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->getTown()->buildings.count(buildingID))
  73. {
  74. developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
  75. break;
  76. }
  77. }
  78. }
  79. }
  80. int32_t convertToGold(const TResources & res)
  81. {
  82. return res[EGameResID::GOLD]
  83. + 75 * (res[EGameResID::WOOD] + res[EGameResID::ORE])
  84. + 125 * (res[EGameResID::GEMS] + res[EGameResID::CRYSTAL] + res[EGameResID::MERCURY] + res[EGameResID::SULFUR]);
  85. }
  86. TResources withoutGold(TResources other)
  87. {
  88. other[GameResID::GOLD] = 0;
  89. return other;
  90. }
  91. TResources BuildAnalyzer::getResourcesRequiredNow() const
  92. {
  93. auto resourcesAvailable = ai->getFreeResources();
  94. auto result = withoutGold(armyCost) + requiredResources - resourcesAvailable;
  95. result.positive();
  96. return result;
  97. }
  98. TResources BuildAnalyzer::getTotalResourcesRequired() const
  99. {
  100. auto resourcesAvailable = ai->getFreeResources();
  101. auto result = totalDevelopmentCost + withoutGold(armyCost) - resourcesAvailable;
  102. result.positive();
  103. return result;
  104. }
  105. bool BuildAnalyzer::isGoldPressureHigh() const
  106. {
  107. return goldPressure > ai->settings->getMaxGoldPressure();
  108. }
  109. void BuildAnalyzer::update()
  110. {
  111. logAi->trace("Start analysing build");
  112. BuildingInfo bi;
  113. reset();
  114. auto towns = ai->cb->getTownsInfo();
  115. float economyDevelopmentCost = 0;
  116. for(const CGTownInstance* town : towns)
  117. {
  118. logAi->trace("Checking town %s", town->getNameTranslated());
  119. developmentInfos.push_back(TownDevelopmentInfo(town));
  120. TownDevelopmentInfo & developmentInfo = developmentInfos.back();
  121. updateTownDwellings(developmentInfo);
  122. updateOtherBuildings(developmentInfo);
  123. requiredResources += developmentInfo.requiredResources;
  124. totalDevelopmentCost += developmentInfo.townDevelopmentCost;
  125. for(auto building : developmentInfo.toBuild)
  126. {
  127. if (building.dailyIncome[EGameResID::GOLD] > 0)
  128. economyDevelopmentCost += building.buildCostWithPrerequisites[EGameResID::GOLD];
  129. }
  130. armyCost += developmentInfo.armyCost;
  131. for(auto bi : developmentInfo.toBuild)
  132. {
  133. logAi->trace("Building preferences %s", bi.toString());
  134. }
  135. }
  136. std::sort(developmentInfos.begin(), developmentInfos.end(), [](const TownDevelopmentInfo & t1, const TownDevelopmentInfo & t2) -> bool
  137. {
  138. auto val1 = convertToGold(t1.armyCost) - convertToGold(t1.townDevelopmentCost);
  139. auto val2 = convertToGold(t2.armyCost) - convertToGold(t2.townDevelopmentCost);
  140. return val1 > val2;
  141. });
  142. updateDailyIncome();
  143. goldPressure = (ai->getLockedResources()[EGameResID::GOLD] + (float)armyCost[EGameResID::GOLD] + economyDevelopmentCost) / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
  144. logAi->trace("Gold pressure: %f", goldPressure);
  145. }
  146. void BuildAnalyzer::reset()
  147. {
  148. requiredResources = TResources();
  149. totalDevelopmentCost = TResources();
  150. armyCost = TResources();
  151. developmentInfos.clear();
  152. }
  153. BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
  154. const CGTownInstance * town,
  155. BuildingID toBuild,
  156. bool excludeDwellingDependencies) const
  157. {
  158. BuildingID building = toBuild;
  159. auto townInfo = town->getTown();
  160. const CBuilding * buildPtr = townInfo->buildings.at(building);
  161. const CCreature * creature = nullptr;
  162. CreatureID baseCreatureID;
  163. int creatureLevel = -1;
  164. int creatureUpgrade = 0;
  165. if(toBuild.IsDwelling())
  166. {
  167. creatureLevel = BuildingID::getLevelFromDwelling(toBuild);
  168. creatureUpgrade = BuildingID::getUpgradedFromDwelling(toBuild);
  169. }
  170. else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
  171. {
  172. creatureLevel = townInfo->hordeLvl.at(0);
  173. }
  174. else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR)
  175. {
  176. creatureLevel = townInfo->hordeLvl.at(1);
  177. }
  178. if(creatureLevel >= 0)
  179. {
  180. auto creatures = townInfo->creatures.at(creatureLevel);
  181. auto creatureID = creatures.size() > creatureUpgrade
  182. ? creatures.at(creatureUpgrade)
  183. : creatures.front();
  184. baseCreatureID = creatures.front();
  185. creature = creatureID.toCreature();
  186. }
  187. auto info = BuildingInfo(buildPtr, creature, baseCreatureID, town, ai);
  188. //logAi->trace("checking %s buildInfo %s", info.name, info.toString());
  189. int highestFort = 0;
  190. for (auto twn : ai->cb->getTownsInfo())
  191. {
  192. highestFort = std::max(highestFort, (int)twn->fortLevel());
  193. }
  194. if(!town->hasBuilt(building))
  195. {
  196. auto canBuild = ai->cb->canBuildStructure(town, building);
  197. if(canBuild == EBuildingState::ALLOWED)
  198. {
  199. info.canBuild = true;
  200. }
  201. else if(canBuild == EBuildingState::NO_RESOURCES)
  202. {
  203. //logAi->trace("cant build. Not enough resources. Need %s", info.buildCost.toString());
  204. info.notEnoughRes = true;
  205. }
  206. else if(canBuild == EBuildingState::PREREQUIRES)
  207. {
  208. auto buildExpression = town->genBuildingRequirements(building, false);
  209. auto missingBuildings = buildExpression.getFulfillmentCandidates([&](const BuildingID & id) -> bool
  210. {
  211. return town->hasBuilt(id);
  212. });
  213. auto otherDwelling = [](const BuildingID & id) -> bool
  214. {
  215. return id.IsDwelling();
  216. };
  217. if(vstd::contains_if(missingBuildings, otherDwelling))
  218. {
  219. logAi->trace("cant build. Need other dwelling");
  220. }
  221. else if(missingBuildings[0] != toBuild)
  222. {
  223. logAi->trace("cant build. Need %d", missingBuildings[0].num);
  224. BuildingInfo prerequisite = getBuildingOrPrerequisite(town, missingBuildings[0], excludeDwellingDependencies);
  225. prerequisite.buildCostWithPrerequisites += info.buildCost;
  226. prerequisite.creatureCost = info.creatureCost;
  227. prerequisite.creatureGrows = info.creatureGrows;
  228. prerequisite.creatureLevel = info.creatureLevel;
  229. prerequisite.creatureID = info.creatureID;
  230. prerequisite.baseCreatureID = info.baseCreatureID;
  231. prerequisite.prerequisitesCount++;
  232. prerequisite.armyCost = info.armyCost;
  233. bool haveSameOrBetterFort = false;
  234. if (prerequisite.id == BuildingID::FORT && highestFort >= CGTownInstance::EFortLevel::FORT)
  235. haveSameOrBetterFort = true;
  236. if (prerequisite.id == BuildingID::CITADEL && highestFort >= CGTownInstance::EFortLevel::CITADEL)
  237. haveSameOrBetterFort = true;
  238. if (prerequisite.id == BuildingID::CASTLE && highestFort >= CGTownInstance::EFortLevel::CASTLE)
  239. haveSameOrBetterFort = true;
  240. if(!haveSameOrBetterFort)
  241. prerequisite.dailyIncome = info.dailyIncome;
  242. return prerequisite;
  243. }
  244. else
  245. {
  246. logAi->trace("Cant build. The building requires itself as prerequisite");
  247. return info;
  248. }
  249. }
  250. }
  251. else
  252. {
  253. logAi->trace("exists");
  254. info.exists = true;
  255. }
  256. return info;
  257. }
  258. void BuildAnalyzer::updateDailyIncome()
  259. {
  260. auto objects = ai->cb->getMyObjects();
  261. auto towns = ai->cb->getTownsInfo();
  262. dailyIncome = TResources();
  263. for(const CGObjectInstance* obj : objects)
  264. {
  265. const CGMine* mine = dynamic_cast<const CGMine*>(obj);
  266. if(mine)
  267. dailyIncome += mine->dailyIncome();
  268. }
  269. for(const CGTownInstance* town : towns)
  270. {
  271. dailyIncome += town->dailyIncome();
  272. }
  273. }
  274. bool BuildAnalyzer::hasAnyBuilding(int32_t alignment, BuildingID bid) const
  275. {
  276. for(auto tdi : developmentInfos)
  277. {
  278. if(tdi.town->getFactionID() == alignment && tdi.town->hasBuilt(bid))
  279. return true;
  280. }
  281. return false;
  282. }
  283. void TownDevelopmentInfo::addExistingDwelling(const BuildingInfo & existingDwelling)
  284. {
  285. existingDwellings.push_back(existingDwelling);
  286. armyCost += existingDwelling.armyCost;
  287. armyStrength += existingDwelling.armyStrength;
  288. }
  289. void TownDevelopmentInfo::addBuildingToBuild(const BuildingInfo & nextToBuild)
  290. {
  291. townDevelopmentCost += nextToBuild.buildCostWithPrerequisites;
  292. townDevelopmentCost += withoutGold(nextToBuild.armyCost);
  293. if(nextToBuild.canBuild)
  294. {
  295. hasSomethingToBuild = true;
  296. toBuild.push_back(nextToBuild);
  297. }
  298. else if(nextToBuild.notEnoughRes)
  299. {
  300. requiredResources += nextToBuild.buildCost;
  301. hasSomethingToBuild = true;
  302. toBuild.push_back(nextToBuild);
  303. }
  304. }
  305. BuildingInfo::BuildingInfo()
  306. {
  307. id = BuildingID::NONE;
  308. creatureGrows = 0;
  309. creatureID = CreatureID::NONE;
  310. buildCost = 0;
  311. buildCostWithPrerequisites = 0;
  312. prerequisitesCount = 0;
  313. name.clear();
  314. armyStrength = 0;
  315. }
  316. BuildingInfo::BuildingInfo(
  317. const CBuilding * building,
  318. const CCreature * creature,
  319. CreatureID baseCreature,
  320. const CGTownInstance * town,
  321. Nullkiller * ai)
  322. {
  323. id = building->bid;
  324. buildCost = building->resources;
  325. buildCostWithPrerequisites = building->resources;
  326. dailyIncome = building->produce;
  327. exists = town->hasBuilt(id);
  328. prerequisitesCount = 1;
  329. name = building->getNameTranslated();
  330. if(creature)
  331. {
  332. creatureGrows = creature->getGrowth();
  333. creatureID = creature->getId();
  334. creatureCost = creature->getFullRecruitCost();
  335. creatureLevel = creature->getLevel();
  336. baseCreatureID = baseCreature;
  337. if(exists)
  338. {
  339. creatureGrows = town->creatureGrowth(creatureLevel - 1);
  340. }
  341. else
  342. {
  343. if(id.IsDwelling())
  344. {
  345. creatureGrows = creature->getGrowth();
  346. if(town->hasBuilt(BuildingID::CASTLE))
  347. creatureGrows *= 2;
  348. else if(town->hasBuilt(BuildingID::CITADEL))
  349. creatureGrows += creatureGrows / 2;
  350. }
  351. else
  352. {
  353. creatureGrows = creature->getHorde();
  354. }
  355. }
  356. armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);
  357. armyCost = creatureCost * creatureGrows;
  358. }
  359. else
  360. {
  361. creatureGrows = 0;
  362. creatureID = CreatureID::NONE;
  363. baseCreatureID = CreatureID::NONE;
  364. creatureCost = TResources();
  365. armyCost = TResources();
  366. creatureLevel = 0;
  367. armyStrength = 0;
  368. }
  369. }
  370. std::string BuildingInfo::toString() const
  371. {
  372. return name + ", cost: " + buildCost.toString()
  373. + ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel)
  374. + " x " + creatureCost.toString()
  375. + ", daily: " + dailyIncome.toString();
  376. }
  377. }